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update Open Source Docs from Roblox internal teams
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content/en-us/art/accessories/accessory-fitting-tool.md

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@@ -272,6 +272,6 @@ When you are ready to generate your accessory, select **Generate MeshPart Access
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With an accessory successfully created, you can now try the following:
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- Equip the accessory on an avatar-ready character by drag and dropping the accessory on an existing model, or using [HumanoidDescription](../../characters/appearance.md#humanoiddescription).
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- Equip the accessory on an avatar-ready character by drag and dropping the accessory on an existing model, or using [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance).
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- Save the accessory as an [avatar asset](../../projects/assets/index.md#for-avatars) for use in an experience later.
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- If you meet certain account requirements, you can [upload your asset](../../marketplace/publish-to-marketplace.md) for moderation and start selling it on the Marketplace.

content/en-us/art/accessories/creating-rigid/converting.md

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After successful fitting and converting, your 3D model should populate in your project as a `Class.Accessory`. With this `Class.Accessory` you can perform any of the following:
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- [Upload the accessory](../../../art/accessories/creating-rigid/publishing.md) to the Marketplace.
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- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../../characters/appearance.md#humanoiddescription), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
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- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../../characters/appearance.md#manually-modify-appearance), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
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- Save the accessory to your [Toolbox](../../../projects/assets/toolbox.md) to share or use within any of your experiences.
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</Alert>

content/en-us/art/accessories/creating/converting.md

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<Alert severity = 'success'>
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Congratulations, you've completed your clothing tutorial. With this accessory, you can:
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- Equip the accessory on an avatar-ready character by drag and dropping the accessory on an existing model, or using [HumanoidDescription](../../../characters/appearance.md#humanoiddescription).
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- Equip the accessory on an avatar-ready character by drag and dropping the accessory on an existing model, or using [HumanoidDescription](../../../characters/appearance.md#manually-modify-appearance).
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- Save the accessory as an [avatar asset](../../../projects/assets/index.md#for-avatars) for use in an experience later.
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- If you meet certain account requirements, you can [upload your asset](../../../marketplace/publish-to-marketplace.md) for moderation and start selling it on the Marketplace.
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content/en-us/art/accessories/import-clothing.md

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- Begin the process of [uploading and publishing](../../marketplace/publish-to-marketplace.md#upload-an-asset) the clothing accessory to the Marketplace.
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- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../characters/appearance.md#humanoiddescription), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
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- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
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- Save the accessory to your [Toolbox](../../projects/assets/toolbox.md) or make it public on the [Creator Store](../../production/creator-store.md) to share or use within any of your experiences.

content/en-us/art/accessories/importing.md

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- Begin the process of [uploading and publishing](../../marketplace/publish-to-marketplace.md#upload-an-asset) the accessory to the Marketplace.
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- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../characters/appearance.md#humanoiddescription), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
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- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
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- Save the accessory to your [Toolbox](../../projects/assets/toolbox.md) or make it public on the [Creator Store](../../production/creator-store.md) to share or use within any of your experiences.

content/en-us/art/characters/creating/export-character.md

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After importing the `Class.Model` character to Studio, you can now perform the following with this asset:
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- [Upload the character](../../../art/accessories/creating-rigid/publishing.md) to the Marketplace.
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- Use the humanoid character on an existing experience by applying a [HumanoidDescription](../../../characters/appearance.md#humanoiddescription)to the `Class.Model` object.
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- Use the humanoid character on an existing experience by applying a [HumanoidDescription](../../../characters/appearance.md#manually-modify-appearance)to the `Class.Model` object.
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- Save the asset to your [Toolbox](../../../projects/assets/toolbox.md) to share or use within any of your experiences.
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</Alert>

content/en-us/art/characters/export-settings.md

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- [Test your character model](../../art/characters/testing/index.md) in Studio using various tools and workflows.
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- [Upload the character](../../art/accessories/creating-rigid/publishing.md) to the Marketplace.
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- Use the humanoid character on an existing experience by applying a [HumanoidDescription](../../characters/appearance.md#humanoiddescription)to the `Class.Model` object.
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- Use the humanoid character on an existing experience by applying a [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance)to the `Class.Model` object.
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- Save the asset to your [Toolbox](../../projects/assets/toolbox.md) to share or use within any of your experiences.
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</Alert>

content/en-us/art/characters/import.md

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- Begin the process of [uploading and publishing](../../marketplace/publish-to-marketplace.md#upload-an-asset) the character model to the Marketplace. This involves some additional validation and moderation steps.
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- Use the model in your current experience and modify the model's appearance with [HumanoidDescription](../../characters/appearance.md#humanoiddescription).
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- Use the model in your current experience and modify the model's appearance with [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance).
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- Playtest as the character by renaming the `Class.Model` to `StarterCharacter` and moving the `Class.Model` to the StarterPlayer folder in your Explorer before play testing.
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content/en-us/characters/appearance.md

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Most experiences let players use their own Roblox avatar, although some implement an in-experience customization system like the [UGC Homestore](/resources/templates.md#ugc-homestore) template. Other experiences make limited [modifications](../characters/appearance.md) to player avatars such as helmets, wings, or accessories that match the genre.
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To create a unique experience that alters the appearance of your users, you can customize the default character properties through [avatar settings](#avatar-settings) or a [HumanoidDescription](#humanoiddescription).
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To create a unique experience that alters the appearance of your users, you can customize the default character properties through [avatar settings](#global-avatar-settings) or a [manually modify appearance](#manually-modify-appearance).
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## Avatar settings
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## Global avatar settings
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Studio's **File**&nbsp;**Avatar Settings** allows you to quickly set several global player character properties in your experience. These settings apply globally to all player character models joining your experience. To modify specific characters, such as non-player character models, see [HumanoidDescription](#humanoiddescription).
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Studio's **File**&nbsp;**Avatar Settings** allows you to quickly set several global player character properties in your experience. These settings apply globally to all player character models joining your experience. To modify specific characters, such as non-player character models, see [manually modify appearance](#manually-modify-appearance).
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In this window, you can set various presets for clothing, accessories, body parts, collision behavior, animations and more. When editing these settings, a preview of the applied settings displays in the workspace.
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For more information, see [Avatar Settings](../studio/avatar-settings.md).
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## HumanoidDescription
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## Manually modify appearance
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Character models contain a `Class.Humanoid` object that gives the model special characteristics, such as walking, jumping, equipping items, and interacting with the environment.
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</tr>
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<tr>
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<td>Accessories </td>
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<td>The Asset IDs of `Class.Accessory|accessories` equipped by a character. </td>
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<td>The asset IDs of `Class.Accessory|accessories` equipped by a character. </td>
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</tr>
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<tr>
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<td>Classic Clothing</td>
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<td>The Asset IDs of the `Class.Shirt`, `Class.Pants`, and `Class.ShirtGraphic` image textures that you can apply to the character.</td>
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<td>The asset IDs of the `Class.Shirt`, `Class.Pants`, and `Class.ShirtGraphic` image textures that you can apply to the character.</td>
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</tr>
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<tr>
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<td>Body Part</td>
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<td>The Asset IDs of the `Class.HumanoidDescription.Face|Face`, `Class.HumanoidDescription.Head|Head`, `Class.HumanoidDescription.Torso|Torso`, `Class.HumanoidDescription.RightArm|RightArm`, `Class.HumanoidDescription.LeftArm|LeftArm`, `Class.HumanoidDescription.RightLeg|RightLeg` and `Class.HumanoidDescription.LeftLeg|LeftLeg` parts of a character.</td>
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<td>The asset IDs of the `Class.HumanoidDescription.Face|Face`, `Class.HumanoidDescription.Head|Head`, `Class.HumanoidDescription.Torso|Torso`, `Class.HumanoidDescription.RightArm|RightArm`, `Class.HumanoidDescription.LeftArm|LeftArm`, `Class.HumanoidDescription.RightLeg|RightLeg` and `Class.HumanoidDescription.LeftLeg|LeftLeg` parts of a character.</td>
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</tr>
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<tr>
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<td>Body Colors</td>
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<td>The `Class.BodyColors` of the character's individual parts.</td>
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</tr>
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<tr>
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<td>Animations</td>
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<td>The Asset IDs of `Class.Animation|Animations` you can use on a character.</td>
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<td>The asset IDs of `Class.Animation|Animations` you can use on a character.</td>
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</tbody>
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</table>
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<br />
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You can customize a character with `Class.HumanoidDescription` using the following steps:
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Customize a character with `Class.HumanoidDescription` using the following steps:
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1. [Create a description](#create-humanoiddescription) from the user's character, a specific Outfit ID, or from a specific User ID.
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2. [Modify the description](#modify-humanoiddescription) to customize the properties that you want to apply to the `Class.Humanoid` character.
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You can create a new `Class.HumanoidDescription` instance directly within the Explorer hierarchy or within a `Class.Script` with the following code:
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```lua
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```lua title="Create new HumanoidDescription instance"
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local humanoidDescription = Instance.new("HumanoidDescription")
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In most cases, you should use an existing `Class.HumanoidDescription` instead of a default new `Class.HumanoidDescription` by referencing an [existing player character](#from-the-player-character), [avatar outfit](#from-an-existing-outfit), or [user ID](#from-a-specific-user).
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In most cases, you should use an existing `Class.HumanoidDescription` instead of a default new `Class.HumanoidDescription` by referencing an existing player character, avatar outfit, or user ID.
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#### From the player character
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<br />
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<h4> From the player character </h4>
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Use the following code sample to create a new `Class.HumanoidDescription` based on the player character's current properties:
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```lua
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```lua title="Generate a HumanoidDescription from a player character"
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#### From an existing outfit
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<h4> From an existing outfit </h4>
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```lua
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```lua title="Generate a HumanoidDescription from an Outfit ID"
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<h4> From a specific user </h4>
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Use the following sample code to create a `Class.HumanoidDescription` from a user ID using `Class.Players:GetHumanoidDescriptionFromUserId()`:
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```lua title="Generate a HumanoidDescription from a user ID"
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The following code sample provides examples of setting the different types of `Class.HumanoidDescription` properties:
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```lua
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```lua title="Update various HumanoidDescription properties"
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local humanoidDescription = Instance.new("HumanoidDescription")
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humanoidDescription.HatAccessory = "2551510151,2535600138"
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<h4> Set multiple accessories </h4>
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For layered or bulk accessory changes, you can use `Class.HumanoidDescription:SetAccessories()` to make accessory related updates. The following code sample adds a layered sweater and jacket in that order to a `Class.HumanoidDescription`:
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```lua title="Change multiple accessories at once"
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{
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Changing the assets on a character while also changing `Class.HumanoidDescription` might lead to undefined behavior.
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<h4> On a single character </h4>
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`Class.Humanoid:ApplyDescription()|ApplyDescription()` can target any `Class.Humanoid`. Use the following code to add a new pair of sunglasses and a new torso to the player character:
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```lua title = "Update HumanoidDescription for a specific player character"
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<h4> On all player characters </h4>
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<h4> On all spawning characters </h4>
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-- Stop automatic spawning so it can be done in the "PlayerAdded" callback

content/en-us/reference/engine/classes/AssetService.yaml

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- `MetalnessMap` — A `Datatype.Content` object that contains the
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metalness map. If more than one channel is present, only the red
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channel is used. Default is `nil`.
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- `NormalMap` — A `Datatype.Content` object that contains the
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normal map. Default is `nil`.
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- `NormalMap` — A `Datatype.Content` object that contains the normal
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map. Default is `nil`.
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- `RoughnessMap` — A `Datatype.Content` object that contains the
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roughness map. If more than one channel is present, only the red
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